/*
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software Foundation,
 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 */

/** \file
 * \ingroup collada
 */

#ifndef __MESHIMPORTER_H__
#define __MESHIMPORTER_H__

#include <map>
#include <vector>

#include "COLLADAFWIndexList.h"
#include "COLLADAFWPolygons.h"
#include "COLLADAFWInstanceGeometry.h"
#include "COLLADAFWMaterialBinding.h"
#include "COLLADAFWMesh.h"
#include "COLLADAFWMeshVertexData.h"
#include "COLLADAFWNode.h"
#include "COLLADAFWTextureCoordinateBinding.h"
#include "COLLADAFWTypes.h"
#include "COLLADAFWUniqueId.h"

#include "ArmatureImporter.h"
#include "collada_utils.h"

extern "C" {
#include "BLI_edgehash.h"
#include "DNA_material_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
}

/* only for ArmatureImporter to "see" MeshImporter::get_object_by_geom_uid */
class MeshImporterBase {
 public:
  virtual Object *get_object_by_geom_uid(const COLLADAFW::UniqueId &geom_uid) = 0;
  virtual Mesh *get_mesh_by_geom_uid(const COLLADAFW::UniqueId &mesh_uid) = 0;
  virtual std::string *get_geometry_name(const std::string &mesh_name) = 0;
};

class UVDataWrapper {
  COLLADAFW::MeshVertexData *mVData;

 public:
  UVDataWrapper(COLLADAFW::MeshVertexData &vdata);

#ifdef COLLADA_DEBUG
  void print();
#endif

  void getUV(int uv_index, float *uv);
};

class VCOLDataWrapper {
  COLLADAFW::MeshVertexData *mVData;

 public:
  VCOLDataWrapper(COLLADAFW::MeshVertexData &vdata);
  void get_vcol(int v_index, MLoopCol *mloopcol);
};

class MeshImporter : public MeshImporterBase {
 private:
  UnitConverter *unitconverter;

  Main *m_bmain;
  Scene *scene;
  ViewLayer *view_layer;

  ArmatureImporter *armature_importer;

  std::map<std::string, std::string> mesh_geom_map;       /* needed for correct shape key naming */
  std::map<COLLADAFW::UniqueId, Mesh *> uid_mesh_map;     /* geometry unique id-to-mesh map */
  std::map<COLLADAFW::UniqueId, Object *> uid_object_map; /* geom uid-to-object */
  std::vector<Object *> imported_objects;                 /* list of imported objects */

  /* this structure is used to assign material indices to polygons
   * it holds a portion of Mesh faces and corresponds to a DAE primitive list
   * (<triangles>, <polylist>, etc.) */
  struct Primitive {
    MPoly *mpoly;
    unsigned int totpoly;
  };
  typedef std::map<COLLADAFW::MaterialId, std::vector<Primitive>> MaterialIdPrimitiveArrayMap;
  /* crazy name! */
  std::map<COLLADAFW::UniqueId, MaterialIdPrimitiveArrayMap> geom_uid_mat_mapping_map;
  /* < materials that have already been mapped to a geometry.
   * A pair/of geom uid and mat uid, one geometry can have several materials */
  std::multimap<COLLADAFW::UniqueId, COLLADAFW::UniqueId> materials_mapped_to_geom;

  bool set_poly_indices(
      MPoly *mpoly, MLoop *mloop, int loop_index, unsigned int *indices, int loop_count);

  void set_face_uv(MLoopUV *mloopuv,
                   UVDataWrapper &uvs,
                   int loop_index,
                   COLLADAFW::IndexList &index_list,
                   int count);

  void set_vcol(MLoopCol *mloopcol,
                VCOLDataWrapper &vob,
                int loop_index,
                COLLADAFW::IndexList &index_list,
                int count);

#ifdef COLLADA_DEBUG
  void print_index_list(COLLADAFW::IndexList &index_list);
#endif

  bool is_nice_mesh(COLLADAFW::Mesh *mesh);

  void read_vertices(COLLADAFW::Mesh *mesh, Mesh *me);

  bool primitive_has_useable_normals(COLLADAFW::MeshPrimitive *mp);
  bool primitive_has_faces(COLLADAFW::MeshPrimitive *mp);

  static void mesh_add_edges(Mesh *mesh, int len);

  unsigned int get_loose_edge_count(COLLADAFW::Mesh *mesh);

  CustomData create_edge_custom_data(EdgeHash *eh);

  void allocate_poly_data(COLLADAFW::Mesh *collada_mesh, Mesh *me);

  /* TODO: import uv set names */
  void read_polys(COLLADAFW::Mesh *mesh, Mesh *me);
  void read_lines(COLLADAFW::Mesh *mesh, Mesh *me);
  unsigned int get_vertex_count(COLLADAFW::Polygons *mp, int index);

  void get_vector(float v[3], COLLADAFW::MeshVertexData &arr, int i, int stride);

  bool is_flat_face(unsigned int *nind, COLLADAFW::MeshVertexData &nor, int count);

  std::vector<Object *> get_all_users_of(Mesh *reference_mesh);

 public:
  MeshImporter(UnitConverter *unitconv,
               ArmatureImporter *arm,
               Main *bmain,
               Scene *sce,
               ViewLayer *view_layer);

  virtual Object *get_object_by_geom_uid(const COLLADAFW::UniqueId &geom_uid);

  virtual Mesh *get_mesh_by_geom_uid(const COLLADAFW::UniqueId &geom_uid);

  void optimize_material_assignements();

  void assign_material_to_geom(COLLADAFW::MaterialBinding cmaterial,
                               std::map<COLLADAFW::UniqueId, Material *> &uid_material_map,
                               Object *ob,
                               const COLLADAFW::UniqueId *geom_uid,
                               short mat_index);

  Object *create_mesh_object(COLLADAFW::Node *node,
                             COLLADAFW::InstanceGeometry *geom,
                             bool isController,
                             std::map<COLLADAFW::UniqueId, Material *> &uid_material_map);

  /* create a mesh storing a pointer in a map so it can be retrieved later by geometry UID */
  bool write_geometry(const COLLADAFW::Geometry *geom);
  std::string *get_geometry_name(const std::string &mesh_name);
};

#endif
